// Copyright 2019 Google
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//      http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

import UIKit

class SceneDelegate: UIResponder, UIWindowSceneDelegate {
  var window: UIWindow?

  func scene(_ scene: UIScene,
             willConnectTo session: UISceneSession,
             options connectionOptions: UIScene.ConnectionOptions) {
    // Use this method to optionally configure and attach the UIWindow `window` to the provided
    // UIWindowScene `scene`. If using a storyboard, the `window` property will automatically
    // be initialized and attached to the scene. This delegate does not imply the connecting
    // scene or session are new (see `application:configurationForConnectingSceneSession`
    // instead).
    guard let _ = (scene as? UIWindowScene) else { return }
  }

  func sceneDidDisconnect(_ scene: UIScene) {
    // Called as the scene is being released by the system.
    // This occurs shortly after the scene enters the background, or when its session is discarded.
    // Release any resources associated with this scene that can be re-created the next time the
    // scene connects. The scene may re-connect later, as its session was not necessarily
    // discarded (see `application:didDiscardSceneSessions` instead).
  }

  func sceneDidBecomeActive(_ scene: UIScene) {
    // Called when the scene has moved from an inactive state to an active state.
    // Use this method to restart any tasks that were paused (or not yet started) when the scene was
    // inactive.
  }

  func sceneWillResignActive(_ scene: UIScene) {
    // Called when the scene will move from an active state to an inactive state.
    // This may occur due to temporary interruptions (ex. an incoming phone call).
  }

  func sceneWillEnterForeground(_ scene: UIScene) {
    // Called as the scene transitions from the background to the foreground.
    // Use this method to undo the changes made on entering the background.
  }

  func sceneDidEnterBackground(_ scene: UIScene) {
    // Called as the scene transitions from the foreground to the background.
    // Use this method to save data, release shared resources, and store enough scene-specific state
    // information to restore the scene back to its current state.
  }
}
